Search found 237 matches

by AndrewIRL
Sun May 28, 2017 2:20 pm
Forum: Mods
Topic: [MOD 0.16] Upgrade planner
Replies: 329
Views: 131120

Re: [MOD 0.14] Upgrade planner - v1.2.7

Can't seem to understand how to make this work on 0.15.16 I have the onscreen icon, I configured it to upgrade red belt to blue and tried it on a blueprint containing red belt. All went as expected. But I thought I was going to able upgrade entities in place with some some of yellow version of the ...
by AndrewIRL
Sat May 27, 2017 10:42 pm
Forum: Energy Production
Topic: The perfect OCD compliant nuclear power plant! --- Now v2.4!
Replies: 142
Views: 50927

Re: The perfect OCD compliant power plant! Now 0.15.11 safe

My single continuous feed reactor was struggling with demand so I dumped it and switched to your blueprint 2 reactor design. Turned off my coal fired boilers, power demand has roughly doubled but nuclear fuel consumption is maybe a third of what I was using with a single reactor and no steam storage...
by AndrewIRL
Sat May 27, 2017 4:19 am
Forum: General discussion
Topic: Underground belt lane splitting, anyone else hate it?
Replies: 97
Views: 18698

Re: Underground belt lane splitting, anyone else hate it?

I will say, if they go forward with the toolbelt->toolbar transition and we end up with an unlimited (or at least n>2) number of toolbars at our disposals, I'd be far more amenable to adding new parts. The FFF only said change to toolbar, it didn't suggest any increase in available space, I assume ...
by AndrewIRL
Fri May 26, 2017 5:56 am
Forum: Combinator Creations
Topic: Switch off radar when accumulators are decreasing
Replies: 3
Views: 1890

Re: Switch off radar when accumulators are decreasing

Gepwin achieves the same effect in his Youtube video Factorio short circuits: No Combinator Schmitt Trigger without using combinators.

https://www.youtube.com/watch?v=_ixfIR-CqwU
by AndrewIRL
Fri May 26, 2017 4:48 am
Forum: General discussion
Topic: solar power plant better than nuclear reactor
Replies: 20
Views: 6219

Re: solar power plant better than nuclear reactor

Yeah it's really weird how they've done it. My suggestion - research uranium processing early, and just put uranium in chests for a while. Then, once you hit 40, you can rig the kovarex loop, build the power plant, and have virtually unlimited U235. I used to think this way, but the thing is that e...
by AndrewIRL
Thu May 25, 2017 5:47 pm
Forum: Mods
Topic: [0.14] What is it used for?
Replies: 137
Views: 18427

Re: [0.14] What is it used for?

Coppermine wrote:For those waiting for a 0.15 version of this, I've just released "What is it really used for?", a fork of this mod.
Thanks for this mod fork, tried it today, works in 0.15
by AndrewIRL
Thu May 25, 2017 2:02 am
Forum: General discussion
Topic: Mixed mines
Replies: 7
Views: 1538

Re: Mixed mines

Better proposal: make separate tech and mines for uranium that need acid so there is no magic different picture depending on placement and mods can use the new mines as well for eg dirty mining That's a worse suggestion. No new item clutter. I have enough to manage in my inventory and toolbelt as i...
by AndrewIRL
Wed May 24, 2017 10:47 am
Forum: General discussion
Topic: solar power plant better than nuclear reactor
Replies: 20
Views: 6219

Re: solar power plant better than nuclear reactor

I thought this thread was about the critical resource nuclear consumes but solar doesn't : UPS. According to Xterminator's video some people calculated a 7-8 UPS drop for a 10GW powerplant. The UPS cost of solar is 0 because there's no moving parts and the devs optimized it back in 0.13 or earlier, ...
by AndrewIRL
Wed May 24, 2017 2:59 am
Forum: Ideas and Suggestions
Topic: Darken miner on depleted deposit
Replies: 14
Views: 1785

Re: Darken miner on depleted deposit

[MOD 0.15+] AutoDeconstruct 0.1.8
Automatically marks your miners for deconstruction when they run out of resources to mine.

It is worth the effort of the download. If you have bots with this mod then miners just vanish by magic! If you don't have bots yet, use Bluebuild.
by AndrewIRL
Wed May 24, 2017 1:34 am
Forum: General discussion
Topic: Underground belt lane splitting, anyone else hate it?
Replies: 97
Views: 18698

Re: Underground belt lane splitting, anyone else hate it?

Adding dedicated entities for each such unintended functionality not only clutters inventory with rarely used items, it also takes out incentive for experimenting. Exactly, every item adds some clutter, it is hard enough now to pick out the thing you want from inventory or find it in the crafting m...
by AndrewIRL
Tue May 23, 2017 6:19 pm
Forum: Mods
Topic: [MOD 0.15] Bluebuild rewritten
Replies: 26
Views: 4960

Re: [MOD 0.15] Bluebuild rewritten

Works as advertised, blueprints from the start of the game work nicely now. Recommend users disable longreach, makes it too OP, on maximum zoom in the mod was placing stuff either offscreen or right on the border.
by AndrewIRL
Tue May 23, 2017 10:17 am
Forum: Gameplay Help
Topic: Trains get stuck
Replies: 8
Views: 1594

Re: Trains get stuck

terraflare wrote:And idk if this is just me, but I feel like having a bidirectional rail with more than one train accessing it, will always find a way to f*ck the routes up.
I've found the secret to bi-directional rails is very small numbers of trains and chain signals everywhere.
by AndrewIRL
Tue May 23, 2017 6:03 am
Forum: Gameplay Help
Topic: Trains get stuck
Replies: 8
Views: 1594

Re: Trains get stuck

Currently your North-South parallel rails are bi-directional. I would suggest changing just these two rails to be right hand drive. The rail on the left hand side should be south only and the rail on the right should be north only. To achieve that, remove the signals between the rails. Note how the ...
by AndrewIRL
Tue May 23, 2017 3:20 am
Forum: Not a bug
Topic: Trains are stuck
Replies: 4
Views: 580

Re: Trains are stuck

In 15.10 the devs added "Added rail block debug visualization" to help understand and debug exactly this kind of problem. Try turning it on and reviewing your rail blocks.

Image
by AndrewIRL
Sun May 21, 2017 1:38 pm
Forum: News
Topic: Friday Facts #191 - Gui improvements
Replies: 380
Views: 67805

Re: Friday Facts #191 - Gui improvements

I started playing a few months ago or so, but was initially turned off by the "beta state" and didn't start again until about 2 weeks ago. Was there a specific shortfall that made it unacceptable to you or just that it was marketed as Beta? I've played on and off since 0.13 I always thought the DEV...
by AndrewIRL
Sun May 21, 2017 4:43 am
Forum: General discussion
Topic: What programming language Factorio is written in?
Replies: 38
Views: 11020

Re: What programming language Factorio is written in?

OP Last visited: Sat May 06, 2017 8:34 am

Day 15, people continue replying to someone who hasn't been online in two weeks.
by AndrewIRL
Sat May 20, 2017 8:52 am
Forum: News
Topic: Friday Facts #191 - Gui improvements
Replies: 380
Views: 67805

Re: Friday Facts #191 - Gui improvements

I like these changes and I'm for them. 1 request - please don't bind the "ghost building" with "quickbar empty". there are a lot of instances where I'd like build ghosts even when i have the item. (to build a blueprint, to "see how it looks", etc.) There was no suggestion that the SHIFT option for ...
by AndrewIRL
Sat May 20, 2017 4:36 am
Forum: News
Topic: Friday Facts #191 - Gui improvements
Replies: 380
Views: 67805

Re: Friday Facts #191 - Gui improvements

But the vast majority of the time I want that last stack, like when I'm laying down transport belts or walls. For anyone who doesn't care, it shouldn't make much of a difference since the moment you deplete a stack it immediately goes to the next full stack. Why would you want the last stack to lay...
by AndrewIRL
Sat May 20, 2017 3:49 am
Forum: Ideas and Suggestions
Topic: Change UI paradigm from Toolbelt to Toolbar
Replies: 36
Views: 6930

Re: Change UI paradigm from Toolbelt to Toolbar

Great idea. I am all for it with like 3 years playing Factorio. Just please give us the inventory space back we can loose during the change :roll: Twinsen has heard your plea and addressed it here: No one is taking away your inventory space. Main inventory will be increased to compensate for the sl...
by AndrewIRL
Sat May 20, 2017 3:45 am
Forum: News
Topic: Friday Facts #191 - Gui improvements
Replies: 380
Views: 67805

Re: Friday Facts #191 - Gui improvements

I also never liked how the logistics section has to be there in the center of my screen whenever I need to craft something or grab something from my inventory. Good point, logistics is a second class function and should be demoted behind a tab. So when I first read this it sounded like a good idea,...

Go to advanced search